Change the setViewAsLookAt method to use Vec3d rather than Vec3 for better precision
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@@ -28,7 +28,8 @@
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#include <osg/State>
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#include <osg/Stats>
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#include <osg/Texture>
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#include <osg/Vec3>
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#include <osg/Vec3d>
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#include <osg/Vec3f>
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#include <osg/Vec4>
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#include <osg/View>
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#include <osg/Viewport>
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@@ -328,11 +329,6 @@ BEGIN_OBJECT_REFLECTOR(osg::Camera)
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__void__setViewMatrix__C5_osg_Matrixd_R1,
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"Set the view matrix. ",
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"Can be thought of as setting the position of the world relative to the camera in camera coordinates. ");
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I_Method3(void, setViewMatrixAsLookAt, IN, const osg::Vec3 &, eye, IN, const osg::Vec3 &, center, IN, const osg::Vec3 &, up,
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Properties::NON_VIRTUAL,
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__void__setViewMatrixAsLookAt__C5_osg_Vec3_R1__C5_osg_Vec3_R1__C5_osg_Vec3_R1,
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"Set to the position and orientation of view matrix, using the same convention as gluLookAt. ",
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"");
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I_Method0(osg::Matrixd &, getViewMatrix,
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Properties::NON_VIRTUAL,
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__osg_Matrixd_R1__getViewMatrix,
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@@ -343,9 +339,19 @@ BEGIN_OBJECT_REFLECTOR(osg::Camera)
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__C5_osg_Matrixd_R1__getViewMatrix,
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"Get the const view matrix. ",
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"");
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I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3 &, eye, , IN, osg::Vec3 &, center, , IN, osg::Vec3 &, up, , IN, float, lookDistance, 1.0f,
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I_Method3(void, setViewMatrixAsLookAt, IN, const osg::Vec3d &, eye, IN, const osg::Vec3d &, center, IN, const osg::Vec3d &, up,
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Properties::NON_VIRTUAL,
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__void__setViewMatrixAsLookAt__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1__C5_osg_Vec3d_R1,
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"Set to the position and orientation of view matrix, using the same convention as gluLookAt. ",
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"");
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I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3d &, eye, , IN, osg::Vec3d &, center, , IN, osg::Vec3d &, up, , IN, double, lookDistance, 1.0,
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Properties::NON_VIRTUAL,
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__void__getViewMatrixAsLookAt__osg_Vec3_R1__osg_Vec3_R1__osg_Vec3_R1__float,
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__void__getViewMatrixAsLookAt__osg_Vec3d_R1__osg_Vec3d_R1__osg_Vec3d_R1__double,
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"Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. ",
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"");
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I_MethodWithDefaults4(void, getViewMatrixAsLookAt, IN, osg::Vec3f &, eye, , IN, osg::Vec3f &, center, , IN, osg::Vec3f &, up, , IN, float, lookDistance, 1.0f,
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Properties::NON_VIRTUAL,
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__void__getViewMatrixAsLookAt__osg_Vec3f_R1__osg_Vec3f_R1__osg_Vec3f_R1__float,
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"Get to the position and orientation of a modelview matrix, using the same convention as gluLookAt. ",
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"");
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I_Method0(osg::Matrixd, getInverseViewMatrix,
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